Changes since Warface 1.1.8a No Addons Edit - ****By Law-Giver***

 - Added random distant explosion sound effect

 - Fixed the radio tower markers. Realised they weren't dissappearing when destroyed etc. Oops!!!

 - Added set terrain and view distance configuration.

 - Added start intro sound. Can't remember where i pinched it from. Thanks anyway! 

 - Changed wire defences round Med' tents to Hesco Wall. They were dissapearing on town capture!

 - Added new island IC Alameda.

 - Created Waco_Warfare_LG addon version & separate MP files. ;-)

 - Added more towns to IC Alameda.

 - I think that's it, can't remember!!!

 - Added Ai Markers as requested by Siglar. :-)

 - A Mando Hitch.



Changes since WACO v1.1.8a - ****By Law-Giver***

 - Painstainkly removed Ace Mod dependency.

 - Removed any other non required addons.

 - Base layout and respawn location changes.

 - Town bases painstakingly positioned.

 - Added near explosion sound. 

 - Removed a few things. Added a few things. ;-)

 - Added new islands.

 - Added 'Graphics' GUI. Player can set view distance.

 - Added 'Graphics' GUI. Headbug fix button.

 - Added ability to remove defences by striking 'Delete' Button on your keyboard.

 - Added build ammocrate.

 - Added build minefield.

 - Removed Spotlight.

 - Changed the radio icon. Now looks like a radio.

 - Added 'Rommels Configuration ActiveText'. View Distance & terrain Grid.
 
 - I think that's it. Enjoy this addon free version! LG ;-)


Changes since WACO v1.1.8
-------------------------

 - Re-arranged HK416,417 and SCAR variants.

 - Fix for player not being squad leader sometimes after respawn.

 - Fast travel to base destination further away from HQ and safer placement.

 - When AI constructs HQ all vehicles close to the site are moved further out.

 - Soldiers should no longer spawn at town depot after purchases from barracks using radio.

 - Script now picks up all radios under basic east and west radio types.

 - AI Teams can now safely be disabled upon mission start (in lobby).

 - Fix for stuck team AI after player left game on dedicated server.

 - Unit additions: 
   WEST: Added more USSF LSRD units, and better AI team composition.
   EAST: Replaced SpetzNatz by VDV Recon units, AI team also uses BMD-1p.

 - Fixed problem where sidearm ammo cost was not counted.

 - Included cost of items in their tooltips.

 - Improved AI embarking behavior. AI will issue fewer orders causing less confusion.

 - AI teams no longer go in stag. column formation near small towns.

 - AI teams disembark further away from known enemies.

 - AI targets hostile units and structures more consistently.

 - Better AI out of formation handling.

 - Moved equipment (bino, nv, laser and parachute pack) to misc section in gear menu.

 - Sorted out hinds: Mi24D $7000, Mi24P & Mi24V $9000. AI uses D and V variants.


Changes since WACO v1.1.7
-------------------------

 - Added ACE 1.08 stuff: Hinds, RPG29 and disposable weapons fixed
   (RPG22, 27, LAW and M136).

 - Rewrote main AI script in SQF. Should fix most problems there were
   with the AI.

 - Replaced A10 in WEST air AI team by AV8B with AGM65.

 - Improved AI commander base building: better factory placement and HQ is walled in.

 - Town marker now shows if player is capable of buying gear (G),
   defenses (D), or structures (S) at camps and depots. This depends
   on the supply level of the town. G & D require 20, S requires 50.

 - Soldiers can no longer be purchased at town depot. (But barracks
   can be constructed in towns if enough supply).

 - Bug gave player access to radio with (normal) rucksack on back.

 - Added tooltips to the gear menu: hovering over the image of
   weapons/ammo will show you the exact type in a tooltip.

 - Added large walls to construction menu.

 - Fixed map coords in messages on dedicated server.

 - Fixed broken re-arm script.

 - Ammo fixes: SD/subsonic ammo for silenced weapons. Should not
   disappear because ammo base classes are now being used
   properly. Removed tracer/non-tracer variants of MG ammo.

 - Formation/combat mode adaptation by AI teams. If they are within a
   town they assume STAG. COLUMN formation, on open ground WEDGE, and
   in transit COLUMN. If no enemy is known, they are on SAFE behavior,
   known but far away AWARE, and known and close COMBAT.

 - Made team member selection in gear menu robust to team members
   leaving/entering within 25 radius of player. Previously, the
   selected team member would jump back to the player everytime some
   AI moved away/toward the player - very annoying indeed.

 - Added ACE 1.07 content: EAST: Bizon (SD), crew-served Konkurs
   launcher. BOTH: sandbags.

 - More squad leader fixes: Squad leader of independent air team
   is not respawned as team members anymore. Also, AI squad leaders
   could somehow join other teams: resolved by having them re-join
   their own team upon respawn.

 - Updated briefing and in-game help menu to better reflect Warface features.
 
 - Gear menu: Team member number displayed accurately now.

 - Fix for map coords on dedicated server: sent to client first
   before conversion.

 - AI teams of heavy type will attack enemy base more
   offensively if the income level of the AI side is above a certain
   threshold (200). Also, AI teams will divide their attention between
   fewer towns to capture.

 - Delays added between unit creations to prevent hickups when
   approaching a town.

 - Ranks can now be earned. Players start as sergeant, and
   receive promotions based on their score. Score is increased by
   neutralizing the enemy, and capturing camps and towns. For now, the
   ranks are merely "for fun," but they may become a requirement for
   the player to use certain weapons, or team size.

 - M107 and OSV-96 made more expensive: $300 for rifle and $30 for magazine.

 - Added new Warface logo to mission briefing and GUI.

------------------------------ WARFACE ------------------------------

 - (ALL) Town supply value marker extended with number of camps
   captured. Also, the marker turns yellow if your side has enough
   camps to capture the town.

 - (ALL) Prevented factory icons to be drawn when camp capture bar is
   up. This should reduce the flashing of the camp capture bar.

 - (ACE) T72A and M60A3 prices changed to 3500.

 - (ACE) Added ACE head bug fix (use radio alpha).

 - (ALL) AI leader respawning re-worked (again). Should prevent teams
   from breaking when leaders went unconscious (ACE). Leader respawn
   as team member enabled again, should increase AI efficiency.

 - (ALL) AICOMBATFORMATIONRANGE constant added. Default set to 500.

 - (ACE) Fix: Rucksacks in player's second weapon position were being
   counted as field radios.

 - (ALL) AI leaders could be unable to move when switched back from
   independent air team type.

 - (ALL) Fixed unreponsive teams.

 - (ALL) Improved unsticking of teams.

 - (ALL) AI team members disembark if they detect an enemy unit close by.

 - (ACE) Enabled new ACE 1.05/6 stuff: M2 Bradleys (used by AI teams
   again), M79 and M32 grenade launchers, M40A3 sniper rifle, RPG7
   with PGO7 sight, Makarov SD, SA-9 and M6A1 SAM vehicles (also added
   to AI defense teams), BMD-1p.

 - (ALL) Added SPON Map -> used for getting correct map grid
   references and the cool drawing facility.

 - (ACE) New support for ACE 1.06 weapon-on-back feature. Can have
   primary and secondary weapons in back slot. Gear menu GUI updated.

 - (ALL) Fix for error message (in playerHasRadio.sqf) that popped up
   when player team-killed.

 - (ALL) Fixed problem where disconnecting players would not result in
   AI taking over team. Also, AI teams will be the same type depending
   on their number. So, if you are playing as WEST-C, and you
   disconnect, AI takes over and turns team into a tank team (default
   for WEST-C).

 - (ALL) Hopefully fixed the repeating message that enemy base
   structures where spotted.

 - (ALL) Disabled AI squad leader respawn as team member because it can
   break AI teams.

 - (ALL) Fixed possible hang of AI teams: sometimes another team
   member would take over command (unclear why). If that unit would
   die the script would then hang waiting for that unit to respawn
   (which it will never do).

 - (ALL) Tweaked probabilities for AI buildings defenses. Fewer search
   lights and artillery guns, more AT tripods.

 - (ACE) Added more air defenses vehicles to AI base patrol and defense
   teams.

 - (ALL) Fixes the erroneous use of Exit in SQF, replaced by
   ExitWith. This might fix some elusive error messages.

 - (ALL) Enabled RACS to use all static defense weapons types.

 - (ACE) Added more defense weapons to towns (ZU-23M, TOW, MK19, SPG9, M240)
   for RACS to use.

 - (ACE) Added support for russian voices. Set russianVoicesEnabled to
   true in InitMission.sqf to enable. Disabled by default because it
   changes the player's name into one of the russian identity. I don't
   know a work-around for this yet.

 - (ACE) East side now uses Russian flag in camps instead of SLA flag.

Changes since WACO v1.1.6
-------------------------

 - (ACE) Pack mode in the gear menu now allows you to purchase a second primary weapon.

 - (ALL) Gear menu now allows you to change the loadout of your AI team members.

 - (ACE) Claymore, POMZ, IR strobes, and some more HK and SCAR variants added.

 - ACE 1.04 compatability fixes:
  * M2 Bradley's disabled until ACE includes them again (AI M2 IFV teams replaced by Strykers.)
  * Added Ka-52 Alligator to EAST.
  * Re-added SCARS and some more variants as bonus.

 - (ACE) Rucksack of dead soldiers accessible.

 - (ALL) New re-arming script. Still no proper re-arm of commander turrets. Seems like an ArmA bug.

 - (ALL) Fix for respawning as team member: would always respawn as first member.

 - (ALL) Delayed bounty messages. You no longer get an instant message
   saying how much bounty you get for killing an enemy. Instead, each
   minute you the bounty you have collected in the last minute. 

 - (ALL) Fix for broken radio check when player was dead.

 - (ALL) Higher RACS skills.

 - (ACE) Added more plane variants: SU27S, A10A with Mk82, SU30 with Kh29.

 - (ACE) Fixed problem in template. Removed left-over BLUFOR officer.

 - (ACE) Fixed rucksack packing in gear menu to be compatible with ACE 1.02.

 - (ACE) Removed SCAR rifles because of issues with textures and ATI videocards.

 - (ACE) Added some HK416, HK417, G36, and AKM variants.

 - (ACE) Added Su-30MK with KAB500 laser-guided bombs to OPFOR airport.

 - (ACE) Added BMP-2D, and BMD-1 to OPFOR heavy factory.

 - (ACE) Guided anti-tank weapons, ie. Javelin and Dragon more expensive.

 - (ALL) Team respawn improved with a list of members that can be respawned into.

 - (ALL) RACS unit skills doubled.

 - (ALL) Enabled defense contruction at depots.

 - (ALL) Enabled purchasing of soldiers at depots, if enough supply
   (>20) and at least 50% of camps on side. AI also reinforces soldiers at depots.

 - (ALL) Fixed bug where only 5 starting positions would be used. Now
   all 23 possible positions are used again. Also further tweaks to
   starting positions randomness.

 - (ALL) Ammo crates are now cheaper at $300.

 - (ALL) Added variables that control whether camp respawn is possible
   (campRespawn), and whether camps and depots have radios
   (campHasRadio, depotHasRadio). All are true by default.


 - (ACE) Added all the ACE crew served weapons to the gear menu. Also
   added the appropriate AI soldiers to the barracks.

 - (ACE) Changed rucksack packing in gear menu to use ACE sizes. This
   prevents unrealistic "over packing." Also, equipment such as
   binoculars can be packed. If ACE makes rocket launchers packable,
   they could be packed as well.

 - (ACE) Added UMP's and grenade launchers flares to gear menu.

 - (ACE) Added SF HMMWV, HMWWV GAU19 and Stryker MSG.

 - (ALL) The fast time option is available again in the mission
   settings menu. Setting fast time means that approximately 24 hours
   will pass in-game for each hour real-time. Note that clouds are
   disabled because fast time would make them move super-fast.

 - (ALL) Search lights were added as a buyable defense structure.

 - (ALL) A serious race condition was removed that could break mission
   initialization.

 - (ALL) Messages for town capture, and others, appear lower on the
   screen instead of in the middle.

 - (ALL) Slight change to respawn map. You can now revert back to team
   member respawn after you have clicked a camp or the base. Just
   click on the map away from any camp or base. The type of team
   member you will respawn as (e.g., machinegunner) is now also shown.


Changes since WACO v1.1.5
-------------------------

 - (ACE) Implemented rucksack support in gear menu. You can now pack
   your rucksack directly.

 - (ALL) Implemented support for equipement slots for binoculars, nv
   goggles, laser designator, etc. in gear menu.

 - (ALL) AI teams react faster to enemy units close to the base. They
   no longer wait around at factories when there are enemy units near.

 - (ALL) It is now required to capture a certain number of camps of a
   town before the town itself can be captured. The number of camps to
   be captured is controlled by the constant
   MINCAMPRATIOFORTOWNCAPTURE in
   Common\Init\Init_CommonConstants.sqs. By default, it is set to 0.5,
   meaning that half of a town's camps must be captured before the
   town itself can be captured. The AI has been adapted to deal with
   this new rule. If you want to disable this feature and go back to
   the old way of capturing towns, set MINCAMPRATIOFORTOWNCAPTURE to
   0.

 - (ACE) Disabled AA tripods.

 - (ACE) Added SMAW spotting rounds and shotguns from ACE 1.0.1.

 - (ACE) Replaced default Warfare OPC/D with ACE_sys_network.

 - (ACE) AI squads should no longer become stuck after respawn. This
   has been fixed by a work around, which will be replaced by a proper
   fix one the ACE patch is out.

 - (ACE) Due to a compatability problem between Warfare UI and Mando
   Missile HUD, players could no longer buy stuff from factories once
   they entered a helo or plane. This has been fixed.

 - (ACE) Soldiers in AI teams that are unconscious are killed during
   their regular update cycle (between 15 - 30 seconds). This is to
   prevent AI teams being held up by unconscious men, and also
   descreases the amount of ammo wasted on injured soldiers.

 - (ACE) Replaced ACE resistance units by standard BIS because ACE
   units have config problems.

 - (ACE) AV8B GBU and AV8B AA were incorrectly swapped in factory menu.

 - Updated included SPON Core to 0.53.

 - Fixed problems with various scripts. Error messages should be a
   thing of the past now.

 - Attack helicopters and planes are 50% more expensive.
 
 - (ACE) Added new ACE weapons to both east and west sides (HK417C's,
   CAR-L's, MK12SPR SD, M249 para with M135, Skorpion, TT-33, SMAW,
   Dragon, M3 MAAW, RPG22, RPG27, RPO, and more).

 - (ACE) Added HuntIR monitor and rounds to West loadout.

 - (ACE) Medical stuff and rucksacks added to player loadout.

 - (ACE) Preliminary rucksack support. Rucksack contents are kept when
  player buys loadout. Can't buy rucksack contents directly from gear
  menu, but you can put stuff in the rucksack in the normal gear menu
  ('g' key).

 - (ACE) Ammo boxes now filled with ACE stuff.

 - (ACE) Overhauled gear menu to support the way that ACE handles
   weapon attachments and CQB sights (multiple weapon types).

 - (ACE) Disabled SPON debug log for now because of compatability
   issues with ACE keys. Thanks i0n0s for the heads-up - I'll update
   WACO's version of SPON core soon.

 - Baserange for players was reverted back to 150, and a new range
   variable is used for players for purchasing (25 meters).

 - Changed configuration of vehicles to use the new M1A1's and T72's
   from CH Addons.

Changes since WACO v1.1.4
-------------------------

 - Added communication towers to each town. If a town's comm. tower is
   destroyed the RACS teams are cut off from their command and will no
   longer react to camps being captured by the enemy. A player's team
   will receive a bounty of $500 for destroying a comm. tower (if the
   town is controlled by RACS). Comm. towers are marked on the map in
   black. There is no effect of the comm. towers if either BLUFOR or
   OPFOR controls the town.

 - The RACS teams have been extended and tweaked. The airport town
   (Aeroporto), and large towns, can now have heli's in their defense
   teams. Large towns can also have special command team consisting of
   an officer and commando troops. Killing them is lucrative.

 - Addon version: Support for field radio's has been added. For now,
   to be able to equip field radio's and order radiomen one must load
   Solus' SLX_GL3 addon (available from
   http://hosted.filefront.com/SLXSolus). Players can order from
   distant factories if they have a field radio, or there is someone
   within 2 meters that has a radio, in addition to the old options:
   within friendly camps, depots, airports, or radio vehicles.

 - Players can now only purchase gear from a camp if the camp has been
   re-supplied to 20. In practice this means that a town must be
   captured and re-supplied before players can purchase gear at that
   town's camps.

 - Ammo crates can now be constructed for $500. They contain a
   selection of ammo for the side that constructs the crate.

 - Implemented funds and supply caps. Funds: $20000, supply:
   5000. This change makes it possible to weaken the enemy AI by
   taking his towns. Previously he would have build up too much
   funds/supply.

 - Tweaked funds/supply bonusses: 
   Small:  +700 supply,  +2000 funds, 1x income multiplier
   Large: +2300 supply,  +6000 funds, 2x income multiplier
   Huge:  +3000 supply, +10000 funds, 4x income multiplier
   
 - M113, M113 ambulance, and BMP-2 Ambulance moved to heavy factory.

 - Build times for buildings increased:
   Barracks:  60 s
   Light:    120 s
   Heavy:    240 s
   Aircraft: 300 s

 - Addon version: Added Stryker AA from Xtra Vehicles By Karaya1 to
   West light factory. AI base patrol and defense teams extended with
   Stryker AA vehicles and SA-6's, and the AA tripods have been
   removed.

 - Addon version: BTR-80 by Red Cottage et. al removed.

 - Implemented return to base behavior for AI teams: if a team has
   less than 50% of its infantry or vehicles, and it is closer to base
   than its objective, it will return to base to purchase new stuff.
   If the player has ordered a team to move somewhere, the team will
   not automatically return to base for reinforcements.

 - Implemented team respawn for AI teams. AI squad leaders are
   respawned as their next-in-line team members until there are none
   left. Then the AI squad leader respawns at base as usual.

 - Improved performance due to scripting optimizations. There are less
   move commands and thus less path finding.

 - Improved formation keeping for AI teams.

 - Improved embarking / disembarking behavior for AI teams. Team
   members should take over driver and gunner roles if needed. AI
   squad leaders become vehicle commander if possible.

 - Interface improvements for the commander: 
   * Added a funds meter that shows the funds of the selected team in
     the commander menu.
   * The selected team's map icon is shown in yellow and is
     enlarged. Vehicles belonging to the selected team also get a
     yellow icon.
   * The units also get an icon indicating their role in a vehicle
     (driver, gunner, commander, cargo). Units that are out of formation
     are marked with *.

 - Changed AI team templates to better cope with low money situations.

 - Camps owned by the resistance gets the RACS flag instead of no
   flag.


Changes since WACO v1.1.3
-------------------------

- Added a list of live units of the selected team in the "command teams"
  interface.

- Added a team's funds to the transfer funds interface.

- Defenses can now only be build at camps if they have at least 20
  supply.  In practice, this means that you cannot build defensive
  structures at camps while the town is still hostile. Furthermore,
  some towns will have to be re-supplied first before the supply level
  is high enough. Camps are re-supplied if their town is friendly, and
  no enemies are near.

- Fixed a bug where a server-side script was running on clients.

- Fixed a bug where OPFOR could not capture camps from BLUFOR.

- Added mission settings: both sides large bonus, and 1000 - 2000
  meter side placement (for quick games).

- Enabled the use of aircraft in all AI teams. The AI will buy and use
  aircraft similar to other vehicles. It does not have the same
  intelligence in using aircraft as the independent air AI,
  however. For that reason, the AI commander still uses the
  independent air AI for one team.

- Tweaks to AI team behavior: increased disembarking range and
  (hopefully) better resposiveness to move commands.

- An attempt to improve the randomness of the starting positions
  (I'm unsure whether it works).

- RACS get Army 4x4 with M2's, OPFOR gets a stronger T64 variant (in
  the addon version).


Changes since WACO v1.1.2
-------------------------

- Improved AI commander base construction and re-construction of
  destroyed buildings.

- Disabled artillery until AI can use it.

- Tweaked starting supply bonus and income multiplier for huge bonus.

- Introduced a medium setting for seperation of starting locations.

- Moved "Monte Pesto" starting location to a new location called
  "Vallejo", because Monte Pesto was too hard for the AI.

- Replaced some silenced pistols in loadouts to normal pistols.

- Added automatic rifleman for west.

- Added detection for stuck teams: not moved at least 10 meters in
  last 10 minutes: team members are killed.

Changes since WACO v1.1.1
-------------------------

- Added a depot and camps to the airport, that have to be captured in
  order to get access to hangar and the ability to purchase
  airplanes. The AI is also able to capture the airport in this
  way. If the AI side controls the airport, air teams will purchase
  airplanes to perform strike and interdiction missions (in addition
  to the heli's that the air AI purchases already).

- AI teams of type Heavy will now move to the locations where enemy
  units were spotted if they are within one kilometer of the team. If
  no enemy units are near, and at least three towns are held by the AI
  side, then Heavy AI teams will always attack the enemy base (if it
  has been located).

- The resistance teams will now actively re-capture camps of the town
  they are defending. Also, their patrolling behavior has been
  improved. This change has resulted in a seriously tougher opposition from
  the resistance.

- Town defense teams for BLUFOR and REDFOR spawn at lower supply
  thresholds, making their occurrence more common and thus having a
  smaller chance of "ghost towns". Town defense teams also actively
  re-capture camps of the town their are defending.

- Normal AI teams of type infantry will also actively capture enemy camps.

- Camps are more difficult to capture, it will take more time (or a
  bigger force) to capture a camp.

- Improved AI team purchasing, formation keeping and embarking
  behavior. Also team members that are not part of the team's template
  (like crew members of a tank) are clean-up if they leave their vehicle.

- Several performance improvements.

- Added EricM's Ka-52 Alligator to the addon version.


Changes since BIS Warfare v1.1
------------------------------

- Added optional income bonuses for east or west.  Replaces game type
  selection in mission setup. This can be used to give the AI a monetary
  advantage to compensate for its lack of mental capacities.
	
- Ability to remotely buy units from factories when player is in a
  vehicle with radio, or near an airport, camp or depot. Units spawn
  at the nearest factory of the appropriate type. An icon is displayed
  (similar to that of the other factories) if the player is able to
  use the radio in this way. Also, there is a small radio icon
  displayed above the factory icons in the team menu ('t') if a
  factory is available by means of the radio.

- Added an AI air team type. The air team is controlled by a new AI
  script. It purchases aircraft (for now, rotary wing only) from an
  aircraft factory, and assigns missions to each individual
  aircraft. Currently the implemented missions consist of
  reconnaissance of the starting positions, in order to find the
  enemy's units and base, interdiction missions against enemy
  vehicles, and strike missions against enemy structures. The air
  team is autonomous in the sense that it does not react to the move,
  capture, defend, patrol, etc. commands in the GUI. There is no
  special behavior implemented for aircraft that are low on ammo
  or health.

- Added team respawn. If there are team members alive, a dead player
  can respawn as the next-in-line team member. A player is also able
  to select respawn locations on the map (like camps and base) to
  respawn as a fresh team leader. If a player respawns as the next
  team member, he will get the team member's loadout. Otherwise, the
  player gets the default loadout (no longer the loadout that was last
  purchased).

- Improved AI team purchasing behavior. AI team templates can now
  contain units of any price without causing inefficient AI team
  performance.

- Added custom loadout templates for players. In the gear menu the
  'Save' button stores the current loadout into a template called
  'Saved custom template' that can be loaded by double clicking (same
  as for other templates).

- Added scripts that keep track of the targets that the AI knows
  about, like enemy vehicles and structures. These targets are used by
  the air team for interdiction and strike missions. Regular AI teams
  also move to enemy structures if circumstances allow. Markers are
  shown on the map where enemy vehicle and structures have been
  spotted.

- Added scripts that "free" AI vehicles that get stuck against base
  buildings or airports. AI vehicles are teleported away (to the other
  side) from a base building if they remain too close meters for
  longer than a minute.

- Added two game options that control the placement of the sides at
  the beginning of the game. Bases can be placed 'close' (between 2000
  - 4000m) from each other, or 'very close' (between 1500 -
  3000m). Using these options can result in faster games.

- Improved the spawning location of planes on the runway at the north
  airport. AI-manned planes now take off properly.

- Vehicles bought by AI teams are spawned at a larger distance from
  the factory to prevent congestion at the base.

- Added weapon addons:
  WIP-M4A1 Pack by Wipman

- Added vehicle addons: 
  RHS T-64 MBT preview pack by Kenji
  M1A1 (HA) by Mateck
  BTR 80 by Red Cottage, granQ, MechaStalin & Sea Demon
  2k12 kub (SA-6 Gainful) by scars
  Vilas vehicles pack (vibi) by Vilas
  RACS Abrams by Vilas
  US M60A3 NATO camo by Rygugu
  MAP Misc by BadAss / Lester
  MAP Airpack by Marco-Polo-IV
  EricM Hind Pack by EricM & RKSL Studios

- WEST Strykers have been moved to the light factory. Cost for
  Strykers changed to 1000 - 1300.

- Increased cost of EAST and WEST armor, T72 and M1A1 both are 5000.

- Increased sizes and number of vehicles and infantry in AI teams for
  EAST, WEST and RACS.

- Included Kronzky's Urban Patrol Script to have some random RACS
  patrols.

- Included SPON Core to have access to the SPON debug console.

- Team leaders were of type soldier, changed to squad leader.

- Reduced number of different starting positions. Starting
  positions now appear as markers on the map.

- Created dedicated teams for town defense, normal size and large
  size.  Lowered supply cost of defense team spawning to 25 for normal
  size and 75 for large size.
	
- Depot repairing costs for vehicles is now the sum of the purchase
  costs for each vehicle, scaled by the amount of damage to each vehicle.

- Made gear menu available at depots.

- Made rifleman, medic, and crew avaiable for purchase at depots, at
  twice the normal price.

- AI controlled salvage and supply trucks are automatically refueled.

- AI controlled team vehicles are automatically 'unflipped' if they
  are upside-down.